A Message To Elite Dangerous Developers

We do have an autopilot / self-driving ship. We can dismiss our ship to go up into orbit, and then later recall it, and it will find a nice place to land in uneven terrain against the forces of gravity all by itself.

However we have to manually keep our SC destination centered for n-number of boring minutes until the computer tells us we can push the little button to exit SC. Believe me, I've been down this road before (link)...

Sounds like the most boring way to play the game personally. No thanks.
 
Sounds like the most boring way to play the game personally. No thanks.

Not only boring, but its also slower AND it puts you at greater risk for interdiction. Conventional forum wisdom regarding Supercruise is almost a guide on how to be interdicted easily and repeatedly...

Hmm...
 
Not only boring, but its also slower AND it puts you at greater risk for interdiction. Conventional forum wisdom regarding Supercruise is almost a guide on how to be interdicted easily and repeatedly...

Hmm...

Agreed. I just don't understand why people want to play like that. It's like they have gone "how can I make this game as boring as possible to play, thats how, I will do that" and then go and do that, and then complain about it. I have always said the game is what you make it. That is the main reason why I like it so much, it is all in your own hands how entertained you are.

It's a game about choice, not progression. I have always wondered if I am playing the same game as others when they warn new players that this game is a massive progression based game.
 
Well I think flight assist is boring. And since I think it's boring, then it should be banned from the game, because, you know, I'm forced to use flight assist. Oh, wait....

(FTR, I actually love and depend on FA-On, so please don't take it away)

I now return you to your originally scheduled OP discussion ;)
 
Well I think flight assist is boring. And since I think it's boring, then it should be banned from the game, because, you know, I'm forced to use flight assist. Oh, wait....

(FTR, I actually love and depend on FA-On, so please don't take it away)

I now return you to your originally scheduled OP discussion ;)

Sorry, but that doesn't make sense. FA-on and FA-off are still both fully interactive parts of the game. What is interactive with auto pilot and sitting there doing absolutely nothing with the computer doing it for you. There already is a form of autopilot in SC, it slows and speeds up for you. It doesn't need any more automation.
 
Sorry, but that doesn't make sense. FA-on and FA-off are still both fully interactive parts of the game. What is interactive with auto pilot and sitting there doing absolutely nothing with the computer doing it for you. There already is a form of autopilot in SC, it slows and speeds up for you. It doesn't need any more automation.

My point was that just because you think something is boring doesn't mean everyone does, nor should optional "boring ideas" be forbidden because you think it would ruin the game for you. I actually do think docking computers are, how did you put it? "Sounds like the most boring way to play the game personally." That's it. I definitely say "No thanks" to docking computers (I enjoy docking manually). Do I berate others who use it, or insist FDev remove it? Absolutely not. Why should I? Your use of a docking computer has zero effect on my personal gameplay.

Anyway, this is not my thread, so I'm ducking out (yes that's a pun), and I'll let the OP defend his version of autopilot if he wants. If you want to argue with my idea, you can do so here.
 
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No Autopilot ever please.

Explorers like to feel that they have acheived something that an extremely limited amount of people are willing to do.

I don't want to make a million jumps so I never will. But it is what explorers live for.

I don't wish to take anything away from them. They are one of the key foundation pillars of Elite society.
 
My point was that just because you think something is boring doesn't mean everyone does, nor should SCAP be "forbidden" because somehow it would ruin the game for you. I actually do think docking computers are, how did you put it? "Sounds like the most boring way to play the game personally." That's it. I definitely say "No thanks" to docking computers (I enjoy docking manually). Do I berate others who use it, or insist FDev remove it? Absolutely not. Why should I? Your use of a docking computer has zero effect on my personal gameplay.

Anyway, this is not my thread, so I'm ducking out (yes that's a pun), and I'll let the OP defend his version of autopilot if he wants. If you want to argue with my idea, you can do so here.

I don't really care how people play the game. They can play however they want, but what really annoys me is when they decide to play the game in the most boring way possible and then complain about it.

If an autopilot module (and it should be one like the docking computer is) becomes available, it's not going to bother me as I won't use. But I can bet you that there will be even more complaints about how boring it is, or I was interdicted and destroyed while on autopilot and I was washing the dishes at the time sort of thing, and then people will want no interdictions while on autopilot, and then it becomes a slippery slope into a game which you just watch and don't interact with at all. I am overreacting a bit here as I don't think it will ever get that bad, but it's just an example.
 
No Autopilot ever please.

Explorers like to feel that they have acheived something that an extremely limited amount of people are willing to do.

I don't want to make a million jumps so I never will. But it is what explorers live for.

I don't wish to take anything away from them. They are one of the key foundation pillars of Elite society.

After reading the 2.4 beta thread it would appear that they are taking all the danger out of exploration. Getting pretty fed up with it all to be honest.

On the bright side my avatar can have long hair whilst the game isn't running.
 
I don't really care how people play the game. They can play however they want, but what really annoys me is when they decide to play the game in the most boring way possible and then complain about it.

If an autopilot module (and it should be one like the docking computer is) becomes available, it's not going to bother me as I won't use. But I can bet you that there will be even more complaints about how boring it is, or I was interdicted and destroyed while on autopilot and I was washing the dishes at the time sort of thing, and then people will want no interdictions while on autopilot, and then it becomes a slippery slope into a game which you just watch and don't interact with at all. I am overreacting a bit here as I don't think it will ever get that bad, but it's just an example.

Fair enough. I promise, pinky-swear, not to be one of those people. I like to study the system map while I'm in SC to a distant station, as well as use the PS4's awesome headlook mechanic to "look around" at the planets I'm passing. And yes, sometimes I do want to get up and wash some dishes, especially when a station is 20 minutes away. Keeping a station centered in my screen during SC and then pushing a button when told is just not my idea of "thrilling" gameplay.

Now I'm cool with a compromise, which is future NPC copilots for multi-seat ships that can take the helm between star and station. I would enjoy hearing my panicking copilot yelling out, "Commander, we've been interdicted! You need to take the stick now!!" or someday when we have spacelegs, "Interdiction alert - commander to the bridge!"

In the meantime, I might build my own copilot out of a Raspberry Pi. David Braben would approve, I'm sure :D
 
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A Great Post which I agree with 90%, and with options 100%

I suggest anyone who does not want to read the post all the way through,
get a Text to Speech app and play the post with it.
It will be worth it.

In regards to in game media, I would like to see a Gal Net TV Channel, played in the spot for Gal Net, while at Stations,
and In the Cockpit while in Space.

Your Ship Media Player, should have the option to change channels to other things like you tube and/or whatever your settings are,
for Movie, Music, and Voice, should you be into audio books ect.

Reading between the lines, I think the biggest thing is "OPTIONS", allowing for a Larger Player Base, across all the Different Player opinions.

Also in regards to those who Troll or make Rude comments, because they show themselves Lacking an Understanding of Manners.
Understand that when you make such posts or comments, you are being the same as one who Farts while others carry on a conversation,
you offer only a puff of Hot Air, and a Bad Smell that is attached to yourself, on the Thread.
Next time Please take the time to think, and post something with Merit, OR Stop taking up my Screen Space with manure.
 
No Autopilot ever please.

Explorers like to feel that they have acheived something that an extremely limited amount of people are willing to do.

I don't want to make a million jumps so I never will. But it is what explorers live for.

I don't wish to take anything away from them. They are one of the key foundation pillars of Elite society.

I totally agree. I myself am only advocating for a supercruise autopilot. I think it's easy to explain why we don't (and won't) have hyperspace autopilots - just look how "witchspace" screws up our instruments! A hyperspace autopilot could not possibly work with all that interference.
 
I made a few additions to the thread that I'm about to submit. I'll quote them here. The first is about the lack of interactive interstellar travel (and a proposal for how to implement better interstellar flight), and the second is about difficulty scaling.

C: More Interactive Interstellar Travel

The main reason why I think an autopilot could be beneficial to some players is because of this games lack of content where interstellar travel is concerned. Many have stated that there simply wouldn't be a need for autopilot if interstellar flight were more engaging.

I agree completely. However, up till now, I thought that was an impossible thing to add, make it logical, and still have it come out best for the most players possible. I think I've since found a few solutions.

For one thing, let's take a look at super-cruise... Personally, I love flying between planets and starts in super-cruise because it has the best of both worlds. Consider this:

Passive Play: Point the ship at the destination, set to 75% throttle, and watch some YouTube

Pros: If you're just chilling, and not going hardcore, it's a great for multitasking, and finding other things to pass the time if you're bored.
Cons: It's slower, less efficient, and makes you more susceptible to interdictions.

Active Play: Avoid gravity wells and use full throttle to shorten flight times, and only use 75% throttle when on final approach

Pros: Reduces risk of interdiction, makes you faster to react to interdictions, is an efficient method of traversing the system, and can significantly reduce time spent not doing the mission type things.
Cons: ... Well... None... As it should be. I don't think the game should entirely remove the option of passive play, to help alleviate strain on long trips, but it absolutely should reward you and encourage you to play actively instead.

Not to mention the entire interdiction system itself is pretty awesome. I actually enjoy that the most about super cruise. I know some players would rather punch it to avoid it, but frankly, I don't mind flying at 75% just to increase my risk of it. For one thing, it is a dynamic problem that engages your brain, and rewards you for solving it by not going into deadly combat.

Heck, sometimes I'll even just forgo that, and submit to it just because, hey, fights are fun, why say no to one? Probably get a bounty out of it if I succeed too.

Basically, everything about super cruise is extremely dynamic, has risk/rewards, tradeoffs, a multitude of ways to go about it, and all while not EXCLUDING playing a bit more passively entirely.

... So why isn't Interstellar travel like that?...

They seem to have TRIED to make it that way, by dumping you out at the system primary, making you fly around the star most of the time, maybe fuel scoop a little, etc... But this isn't a problem that's satisfying to solve... It's mind numbing because you're effectively solving the same problem over and over and over again with effectively the same result, every time. It's not hard either, if you know how to fly in super-cruise, then doing this isn't very taxing to your thought... Well... It IS taxing, but not in the right way. It's taxing in that it takes its toll after a while, because it's just enough of a problem to require attention, but not enough of a problem to require your fullest attention. Putting this problem in terms of a physical opponent, It's more like a mosquito that you can never seem to hit, rather than the challenging sparing mate you'd prefer.

So how can we fix this? How can we make it more dynamic? And preferably, how can we do so without fully eliminating a more passive method?... I think that last bit is a necessity, because regardless of what solution you come up with, there will always be players that find it too repetitive. For example, I mentioned loving interdictions, but I know some people hate them because it interrupts them or something. Here is my proposal:

1.) I think that, when you jump, I think there should be a somewhat random chance of failure. By making these things occur on occasion, rather than all the time, their randomness can prevent them from becoming a "repetitive" problem. Interdictions for example, are fun on occasion, but I wouldn't want to fly EVERYWHERE like that. These "failures" could be explained away as the jump basically destabilizing at higher power settings. Jumps kind of look like wormholes to me. Perhaps if you went too fast through one, it would make sense, in the games logic, that the wormhole would destabilize.

2.) I think this failure should result in a very similar problem to the escape vector problem that interdictions give you. Basically, if a "failure" occurs, then you have to navigate your way back out. Perhaps the escape vector doesn't have to be entirely obvious like it is in interdictions, perhaps it could just be a winding tunnel you have to fly through.

3.) The consequences for failing this puzzle should be that you drop out of the jump... In the middle of cold... dead... empty... interstellar space... It should be a harder drop than dropping out of super-cruise as well, resulting in more damage to your ship. Perhaps it should require you to reboot, or at least have a countdown timer before you can jump again... And if you REALLY want to make it spooky and interesting... Have it be not so empty as it would seem... There are dead planets out there, balls floating around in darkness with no primary... Perhaps on the rarest of occasions, you'll drop near one... and find some thargoid structures or other oddities down there... The chances of this would be really small of course, but if it did happen... That would be one hell of a scan.

4.) I think that the chances of this happening should be related to the throttle level you are at both during, and at the beginning of the jump. The chance should be effectively zero (call it 0.01% chance) if you go into the jump and fly through the jump at minimum throttle... This is risk free, and lets the player relax and multitask mid flight... However, one drawback of this should be that it takes an inordinate amount of time to make the jump. I could see the devs setting this amount of time anywhere from 30 seconds to 2 or 3 minutes, depending on how the implement it. That's prohibitively long, and would only ever be done by players who are in the middle of doing something else, like reading, watching videos, or using 3rd party apps or looking at news about the game. However, let's say you are a kick-A gungho pilot who knows his stuff... You could go full throttle into a jump, effectively GUARANTEEING that your jump destabilizes, and forces you to either solve this intricate navigation problem, or severely harm your spacecraft. And should you succeed in navigating this puzzle, you would be rewarded... With a jump that in total, only takes 5-15 seconds. And of course, there would be throttle levels everywhere in between as well. So if you set your throttle to say, 30%, that gives you a 30% chance of destabilization, but also gets you through the jump in a reasonable amount of time (such as, say, 30-45 seconds). Furthermore, difficulty should scale here too. If you fly at a low throttle setting, then a failure should result in a less intense problem to solve. Basically, if you are willing to take on more risk here, then you will be challenging yourself, and given more to do, but at the same time, you'll be rewarded with a faster travel time.

5.) One of the consequences of destabilization should be a randomized drop point anywhere in the destination system, should you solve the problem... That could result in adrenaline pumping situations as well. You could simply drop out in empty interplanetary space, maybe out at the edge... Or you could drop out with your face RIGHT IN THE PRIMARY... Perhaps if the destination were somehow affected by gravity wells, then there would be a higher chance of dropping NEAR something, like a planet or a star, either at a safe distance... or not. And like the last point, the degree to which your drop point is randomized away from the usual drop point should be determined by how far you push it.

6.) The previous 5 points should be more than enough to make interstellar jumping more interesting... As such, for normal drops, as in, no destabilization occurred, please, for the love of god, get rid of pointing the ship at the primary. Just drop it tangential to it, even if at the same distance from it. That is NOT that interesting, and would appear even less so compared to a better system like this.


I don't think any of this should preclude the idea of an autopilot, but one certainly wouldn't be NEARLY as necessary as it is now, if this kind of game play existed. This would probably hold my attention, and interest me. This proposal would allow players to not only determine whether or not they want to play actively, but HOW actively. HOW much do they want to challenge themselves. If a player puts in the effort to master this feature, they could greatly improve their travel time, and their adrenaline levels... But if a noob doesn't think they're quite there yet, they can dial it back a bit to practice.

E: Difficulty

Difficulty should be ratcheted up in this game in some areas. I'll give you an example. When I was grinding on my Asp Explorer before discovering exploits, one thing I was grinding was assassination missions... They were a piece of cake.

Out of probably over a hundred targets I've taken out, almost every single one went the same way. Interdict them or catch them in a target location... 2 minutes later, they're dead, and my shields are still holding. Sometimes it was shockingly quick, as in, the opening shots finished them off. And it makes no sense either, because my Asp was not top notch. It had all its slots filled up with pulse laser turrets, and it didn't have the best power distributor.

... This seems to be a big part of the game that contributes to that FEELING of "grindiness" and "repeatative menial tasks"... This is a combat mission... give me a real target. One that won't spank me, but is at least an even fight, or even an uphill battle.


The single most enjoyable experience I've yet had in this game was ONE of those hundred or more targets... I can name ONE that seriously scared the pants off me, and pushed me to my limits. I interdicted a Diamondback Scout that was armed to the teeth, and had a very difficult shield to penetrate. His primary armament were missiles that tore me to shreds. I had point defense to help, but it didn't stop them all... The battle went on for half an hour. At the end, I had him down to 9% health, and the moment I got through his shields one last time and was preparing to finish him, he fired one last volley, that took my last 20-something % of health off, and finished me... So close... So close...

When I re-spawned I didn't even care about the rebuy cost or the failed mission. I was still hopped up on adrenaline, and ready to pick another fight... But moments like that don't happen often... Because the game just doesn't know how to challenge you in some respects.

And it can be a detriment to the player as well. I probably could've won that fight if I had more opportunities to sharpen my claws on foes prior to that one. I still don't know the full inner workings of combat in this game. Take the whole "reboot" thing... I straight up don't know how to use it, because I'm so rarely given the opportunity to need it... Which leads to situations where I do need it, and start panicking.

The game should throw much tougher opponents at you, and you should be given a higher reward for it. This goes back into the risk/reward scaling problem. If I accept a 600,000 credit assassination mission, I expect it to make me work for it a lot more than a 60,000 credit assassination mission. This basic balancing would give some players a far more rewarding experience in this game.
 
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Avago Earo

Banned
No Autopilot ever please.

Explorers like to feel that they have acheived something that an extremely limited amount of people are willing to do

Maybe because only an extremely limited amount of people are prepared to point at a reticle for hours on end between 'honking'.
 
OK, I'm now on a device that makes replying to this post easier. Let's break this apart.



Which is part of the problem. These really SHOULD'VE been threads in their own right. You would've gotten much better feedback. Most people are put off by novella length forum posts.

<snip>



This complaint stems from the fact that there is no traditional progression in this game. There's no leveling up. There's no skill trees to progress down. Reputation ebbs and flows, and the "Elite" ranks are effectively meaningless. Once you reach a certain point in the game, you have multiple ships, plus modules for those ships, so there is very little point of showing ONLY those missions you qualify for. You could very easily want to take a lucrative contract that requires only swapping out a single module in your ship to take it, or swapping ships. Hiding missions that you don't qualify for at this time means you could easily miss out on a high-paying mission, a mission providing valuable materials for engineering, one that better suits your long term plans.

Which brings us to background sim play, which a lot of players enjoy, and many consider the true game within the game. In BGS play, frequently the effects of the mission on a faction are the true reward, not the credits (which are a bonus.) If you stumble upon a system on the verge of outbreak, it is well worth your while to outsource 4 tons of biowaste, even if it's simply a "newbie mission," so you can make a killing on delivering medicines.

It is also very difficult to judge the difficulty of any particular mission, because ships can vary so much. An unarmed blockade runner, piloted by a Commander who's logged hundreds of hours in THAT particular ship, can easily be less at risk from NPCs than a similar combat ranked Commander who only has 40 hours in the entire game from grinding Quince, and has never flown their ship before today.



There is absolutely no requirement to take a mission to go exploring. In fact, it's often better NOT to take a mission, and explore at your own pace. The money you may get from a long-range sight seeing mission is tithe of what you'll make from simply exploring. Furthermore, bringing juicy exploration data on an unclaimed Earth-like world is a GREAT way to boost your standing with who you're selling the data to. That's usually my strategy when moving to a new theatre of operations. Take a week to explore, and use the data to get instantly allied with the station owners.

As for whether your standing with a major faction in general should matter to a minor faction...

Look at it from their view point. You've just breezed into the system. The Governor doesn't know you from Adam, and you're a member of the Pilot's Federation, so your allegiance is suspect. Far too many "loyal sons and daughters" turned out to be anything but, switching sides once they'd gotten what they wanted. Until you've built up a relationship with them, they really don't have any good reason to trust you right off the bat, and plenty of reasons not to. Heck, they're doing you a favor by not blowing you out of the sky when you arrived.

Personally, I would like to see more internal divisions in the major factions outside of Power Play. There is no reason why two Federation factions in a system should play nice with each other, and IMO it would make the game much more interesting. Whether it is friendly rivalry, or a centuries old feud, it would add a lot more character to various factions beyond their allegiance and their government type.



I understand your complaint, but the reality is that you're playing an online game where the evolving galaxy is a major attraction, not a single player-game where the Universe is paused when you save your game. Failure has just as much effect as success on the BGS, and its unreasonable for a time critical mission to be put on pause if you can't complete it during a game session.



This is a good idea, as long as it takes time for your customized mission to appear. Not saying that you can't do anything while its generating, but its quite unreasonable to expect to dock at a station small station, and there just happens to be eight CEOs, six starlets, a politician, and his mistress, all of whom just ALL happen to to show up to the dock heading to your destination. Oh, and they happen to be bringing exactly 96 tons of personal effects with them.

Nor should you expect the same rewards as a standard mission. After all, the current mission system represents the deviations from the norm. The factory owner just had their expected shipment pirated in route, and it'll take two weeks to get another one through normal channels, which means they'll miss their deadline. Mr. "Family Values" is up for re-election, and booking a normal transport wouldn't be clandestine enough. The company lawyer needs to be at her destination by 17:00 UTC to close a deal, and there's nobody going in that direction. 17:01 simply won't cut it.



As I've said before, there is no traditional progression in this game. Anything you can do in an Anaconda you can do in a Sidewinder. The moment you start thinking, "I'll grind at X until I get Y, and THEN I'll have fun with Z," your ruining the game for yourself. The small ships are GREAT for the player who doesn't have a lot of time on their hands. They're cheap, they're maneuverable as hell in Supercruise, and they're extremely profitable relative to the larger ships. It's the difference between getting enough for ten rebuys from the profits of a single mission, vs. getting one rebuy for five missions.

This is doubly true for a new player. The small ships are idea to experiment with and make your mistakes in.



Here's my chief objection to an autopilot as you describe. You can stick a penny in your keyboard, plot an economical 10kly route, and you don't even need to be at your computer anymore. Want to go to Colonia? Start the trip before you go to work, jam that penny into your ADS button, and when you get home, you'll be there with millions of credits worth of exploration data. I have seen stuff like this happen in WAY too many games.

There's way too much automation and "get rich quick" schemes in this game as it is. Want to get to Elite in exploration in an evening? Here's the list! Want to get to Elite in trading with no risk, and all reward? We've got a site for that!



You do realize that you're telling the Dev Team that their game is so boring, you want them to them to waste their time adding a media player to the game, right?

I also loved this line, "This game does require a lot of on the web research, and if you want the most bang for your buck, a lot of third party websites too... "

[voice=announcer]Why play the game by developing your own skills, learning new game mechanics, and having fun? Just turn off your brain, and let our algorithms and bots do your playing for you! Just sit back and watch Neflix. We've got you covered! Sure, it'll take you three times as long vs someone who knows how to actually play the game, but at least you can catch the next season of Game of Thrones![/voice]

As much as I like these third-party sites for offline reference, they're great for figuring out the price of tea at Azaban city, in the game I've always relied on the skills I've developed, and the tools the game actually provides. I can make three cargo runs winging it, at 900 credits/ton of profit per trip, in the time it takes to research and run a 1200 credits/ton trip via those websites.



Reading this again, I still get the feeling that we're playing very different games. I'm playing a fun, usually fast-paced space sim where I sometimes don't turn on the TV for days because I don't need a distraction from the game, and this was before I got a VR headset. Even on a simple cargo run, I'm trying to keep track of many different things at once, primarily because I'm also trying to accomplish many different things at once.

I'm afraid I'm going to have to end this here. Laundry's done, and I'd like to get at least an hour of Elite: Dangerous tonight before bed. I'm getting very close to adding a Type-9 to my stable of ships. Because it shares quite a few core modules types with the Anaconda, I can use it to get the 'Conda's modules ready, and then use it in CGs until I can afford the actual Hull.

Over a dozen engineered and A-specced ships in my stable, my two largest being a Type-7 blockade runner and my Python. Just shy of 100 million credits in the bank. 500 hours logged in to THIS commander since my last reset just before release. I've never ground, always had fun, never watched Netflix, and spent way too much time on unprofitable activities like Buckyball Racing, conducting surface surveys after Horizons released, or just fooling around.

Others may disagree, but personally I think I'm doing something right. :)

I may or may not reply to the rest of the your book. Tomorrow's another busy day at work and afterwards, and I need me some Elite time.

Oh dear.

You don't appear to have actually considered any if the OP, just critiqued it from the viewpoint if the current game.

For instance, why must *all* of the missions have a tight temporal deadline?
What could possibly be the negative impact *to you* IR *to the game* to have some missions on the board that don't time out in 24hrs.
The answer, of course, is that it wouldn't impact on you, or any other players, or the game, despite your negative response.
In other words you have invested no time in proper analysis (or are exceptionally closed minded or hyyst plainly don't want others with less time to play to actually enjoy the game). Which is unfortunate.

Similarly in other topics and suggestions, you just defend the status quo with no real overall analysis.

The OP has spent a lot if time creatively analysing and suggesting improvements for the general player base, nine of which I can tell would be if a negative impact to any other player, including yourself. For instance, I'm pretty certain that he wasn't arguing that *all* missions should have more loosely defined timescales for completion. Just some...
Thoughts?
 
Got to agree with the guys saying that this is a game you learn, gradually, over time. That's the whole fun bit of it. It has a nice steep learning curve, and thus keeps it interesting. There is always something more to learn.

This is not Duke Nukem, where you have only a few things to learn before you can play!
 
Maybe because only an extremely limited amount of people are prepared to point at a reticle for hours on end between 'honking'.

Yup thats probably one of the reasons. After reaching Elite in exploration and having more than 1000h in game I say - give me optional jump autopilot PLEAASE!
 
TLDR - I stopped at "I desperately want to like this game". If you don't like it, don't play it. Don't ask the Devs to tailor the game to suit your needs. They don't owe you anything, and you're one person out of thousands who DO enjoy the game.

I used to enjoy exploring in this game until I came to the conclusion that there's very little out there to find. So guess what, I chose something else to do. Bounty hunting, passenger missions, and playing other games. Because FDev don't owe me anything, and I choose my entertainment to suit my wants and needs.


Sorry but the whole " I want to like the game so please change it" is <ahem> ridiculous.
 
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TLDR - I stopped at "I desperately want to like this game". If you don't like it, don't play it. Don't ask the Devs to tailor the game to suit your needs. They don't owe you anything, and you're one person out of thousands who DO enjoy the game.
....
Sorry but the whole " I want to like the game so please change it" is <ahem> ridiculous.

Speaking of Devs, perhaps you TL;DRed right past:

Just wanted to chip in and say thanks to Hat Man for the feedback. I've just got into the office so will be spending a while going through the OP and the subsequent replies to put together some points from the discussion. There's a lot of text in the OP, but please refrain from attacking that if you're not interested in the discussion points. I urged this feedback be posted (and/or PM'd to me) and I'm glad that it was posted because hopefully it sparks some interesting discussion. Let's keep it civil and constructive, if only to make it easier for me to gather feedback and counter-points from you all. Thaaaaaanks! :)
 
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